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Focal Point: The Complete Game Masters
Guide to Running Extraordinary Sessions
is copyright 2015 by John Arcadian,
Walt Ciechanowski, and Phil Vecchione, all
rights reserved, and is published by Engine
Publishing, LLC with permission.
All artwork is copyright 2015 by
Engine Publishing, LLC, all rights reserved.
Engine Publishing, the Engine Publishing logo,
and the truncated gear device are trademarks
of Engine Publishing, LLC.
Gnome Stew, The Game Mastering Blog,
and the Gnome Stew logo are
trademarks of Martin Ralya.
Mention of , , or TM products and services
is not intended as a challenge to those rights
or marks, or to their holders. All such products
and services are the property of their
respective owners.
The Engine Publishing logo was
designed by Darren Hardy.
Published by Engine Publishing, LLC
in July 2015.
In memory of Aaron Allston, who taught us how to create amazing worlds, and
Robin Williams, who showed us how to bring them to life.
A special thanks to John Stavropoulos for his insight and feedback on the draft
of Chapter 15: Safety on the Set. Thank you for helping me understand the
complexity of such an important topic, and to find the right words to convey it
clearly. Phil Vecchione
Dedications
For Paula - Who was not in my life for my previous book dedications,
but who will be in my life for all of the rest. John Arcadian
To my father-in-law, Col. Richard Poch, who always
encouraged me to reach for the skies. Walt Ciechanowski
A special thanks to Martin Ralya, who started this whole thing years ago
when he took a leap of faith with us and asked us to write with him,
first on Gnome Stew and later at Engine Publishing. Phil Vecchione
Contents
Foreword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
How to Use this Book . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Lights...
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10
Camera...
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Action!
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Entertainer
As the entertainer, the GM takes on the voices and mannerisms of multiple
NPCs. She uses interesting maps and miniatures during combat. She creates
props to hand out and playlists to help set the mood of the game. The entertainer gets everyone into the game, helping them immerse themselves in their roles.
The entertainer represents the parts of the GM that are projected outward to
the players: the voices you use, the props you employ, and the soundtracks you
play. A strong entertainer is captivating to watch and enhances the story and the
game through their contributions.
Storyteller
In his role as storyteller, the GM doesnt literally tell his players a storybut he does
tell stories during the game. Some GMs create the framework of an engaging story
and then hook the group into the plot, making adjustments, often on the fly, as the
players actions create unexpected and exciting changes. Other GMs tell small stories in the moment, when they introduce a new NPC or location, but dont come to
the table with a plotted adventure for each session. But all GMs are storytellers in one
or more ways (just not in the sense that they dictate stories to their players).
This role encompasses the elements of GMing which are involved in facilitating the
collective story that the group tells at the table: the creation of dramatic tension in a
horror adventure, aggressive scene cutting to bring about a frantic pace, and the ability to quickly move a scene back into the path of the player characters (PC) if they
passed it by. A strong storyteller creates tension, making hearts pound with anticipation, and helps to create drama that can move people to tears.
Facilitator
As facilitator, the GM creates a safe environment in which everyone in the group can
let down their guard and relax their inhibitions. She helps to create harmony at the
table, and she eliminates distractions. When there is confl ict she helps to bring it to
resolution. She softens the loudest voices and raises up the quietest ones. The facilitator helps to bring the group together to make it more than the sum of its parts.
The facilitator role involves everything that helps to keep the table focused on the
game: managing the rules, resolving confl icts that arise, and helping the group to collaborate. A strong facilitator creates a strong table of players who work well together
and help each other have a memorable experience.
The Studio
13
Lets set aside the movie set analogy for a moment and think about stages for live
theater. All stages have one thing in common: They are higher than the area around
them. That small distinction puts them in a physically different space, and its a great
psychological trick that we can make use of for gaming.
This is an incredibly easy build
with some impressive results.
Start by going to a home improvement store to find dryerase (whiteboard) wall panels. These generally cost about
$5 for a 2x2 panel or $10 for
a 2x4 panel, depending on
what the store stocks. One
side is covered in a dry-erase
paint that is perfect for gaming. The other side is usually
dark brown, and you can add
a grid for miniatures to that
side with a silver permanent
marker. This gives you a twoside mapping surfacenow to raise it up off the table.
There are two simple ways to raise this set:
The Set
27
3. Find three props that fit the theme of your game and introduce them into
the central area at different times during the night (whenever there are
significant scene changes).
4. Build a raised set or create a box theater for your next game that uses
miniatures.
5. Institute a kipple reduction plan as a rule for your game, and reward your
players with an in-game benefit for following the rule.
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6. Sit back and look at your table for a few minutes. Write down three things
you could add to your setup that would improve it or remove distractions.
Chapter 2
Getting Foam
Polystyrene foam is available from most big-box hardware stores and can be
found in the insulation aisle. It is sold in varying thicknesses and width/height
combinations. You can also find it in old coolers and packing material from
shipping boxes, but these sources wont usually yield nice big sheets that are easy
to cut. Hunt around to find the cheapest ones you can and avoid foam that bills
itself as having been treated with special chemicals.
Cutting Foam
Polystyrene foam cuts well with a serrated knife, such as a cheap kitchen steak
knife or a large bread knifethe kind you can acquire from any thrift store. Some
people use hot wire cutters to carve out shapes, but Ive found serrated knives often
work best. If you want to use a power tool for the job, an electric kitchen knife can
save your wrist from some pain if youre cutting large sections of foam. Ive also been
known to use my scroll saw to cut out large shapes when making big props, but I usually default back to the kitchen bread knife.
Getting smooth cuts in polystyrene can sometimes be difficult, but its usually just a
matter of pressure and a steady hand. Waxing the sides of your knife can help it move
through the foam smoothly. If you want to smooth or sand the foam, get a piece
of scrap foam and rub the smoothest edge you can find against the area you want to
smooth. A slightly damp cloth can also work well to clean rough edges.
Many pieces of wargaming terrain incorporate foam board to create smooth structures or additions to more rocky pieces of terrain. Depending on what you are making, using a piece of foam board will provide a thinner piece of foam with a paper
coating on each side. This paper can be peeled off of one side to provide a foam-like
surface (wet it first for an easier time). Foam board crafts much like cardboard, but
cutting it is best done with a box cutter or a rotary tool.
The Props Master
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77
It holds together and lacks obvious plot holes or exploitable plot elements.
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Chapter 7
StoryboardingDesigning a Flowchart
In fi lm, storyboards are essentially comic books that illustrate how scenes should
play out. They enable directors and others involved in the fi lms production to understand whats supposed to happen during a shoot. You cant apply this concept to
gaming in its entirety because of the unpredictability of player actionsand other
thingsthat can, and usually do, send sessions off in unexpected directions.
What you can take from storyboarding is the element of mapping out likely paths
for the PCs. This gives you an idea of what you need to prepare (and which rules to
highlight on your cheat sheet). To create a flowchart, simply map the decision points
that you expect your players to make during the session and then draw lines to the
next scene based on each decision.
A session flowchart is very similar to a dungeon map: On a dungeon map, each door
and corridor on the map represents a decision point; on a flowchart, the scenes are
the decision points. If the PCs entered Room 5 and there is a door to their left and
another in front of them, chances are that their next moves will be to explore whats
behind each door and then make a decision as to which one to go through. You can
make similar guesses about what theyll do next on a flowchart.
Figure B1 provides an example flowchart for a supers campaign. In the last session,
the PCs discovered an alien attack on a government research facility and they forced
the aliens to flee. For todays session, the GM knows the starting point (the aliens
fl ight) and the likely endpoint, getting inside the alien mother ship.
While brainstorming the flowchart, the GM anticipates that the PCs will pursue the
aliens, but its also possible that the PCs will let the aliens go for now and try to figure
out what attracted them to the facility. Shes listed both options on the flowchart.
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Chapter 8
Figure B1
START
Aliens are
fleeing facility
Yes
No
Pursue?
Investigate
whats important
at the facility
Space Chase
Mothership
Defenses
Interview staff
Poke around
Uncover alien
ship held in
secret hangar
Into the
Mothership
Yes
FINISH
Seek help
accessing
computer
Access
computer?
No
Following the flowchart gets the PCs to the mothership one way or another. They
may do this by directly pursuing the aliens or by discovering an alien ship inside the
facility that is transmitting a beacon. If the PCs break off their pursuit, then they may
still get the information they need by going back to the facility. Simply following the
flowchart gets the PCs to the session goal.
Lets take a deeper look at two things about Figure B1. First, the flowchart can also
highlight the rules needed for the session. Theres obviously going to be some combat,
but if the PCs directly pursue the aliens then chase rules may be involved. Investigating the facility requires skill checks and social interaction, as well as possibly tapping
a computer-specialist contact. Youll want to note page numbers on the rules cheat
sheet (or even just jot them down on the flowchart).
Preparing the Shoot
99
One of the problems with not having a break is that it can lead to tunnel vision or
thought fatigue, which is when the players get tired and simply dont consider alternatives beyond their initial impulses. They may race through a dungeon without
considering traps or secret doors, they may decide to attack anyone who gets in their
way, or they may continually beat a red herring into the ground because they know
that its the solution to the mystery.
Thought fatigue is compounded when the players are feeling frustrated. Whether the
dice seem to be against them, their attempts to follow a clue turn up nothing but red
herrings, or the Big Bad just seems undefeatable, the players start to feel as though
nothing they can do will overcome their problem. In this case, a quick break may be
all they need to recharge their creative energies. (Another option is to offer clues to
overcome the problem, but frustrated players tend to see this as a cheatand it does
little to end the fatigue).
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Chapter 11
Fatigue
There are times when physical factors like hunger, lack of sleep, mental stress, or the
onset of an illness can cause a persons focus to waver. A person who is feeling fatigue
is not going to have the same mental acuity as someone who is relaxed and well rested.
In times like these, Taking a Break or Calling It are the best ways to regain focus.
160
Chapter 14
Creating Safety
The majority of the time, safety is compromised by accident. This means that
we can mitigate the chances of someone being made to feel unsafe with a bit of
forethought and planning. This planning often involves establishing boundaries
so that everyone knows the comfort zones of each player as well as the acceptable tone and actions within the group. Once those zones have been discussed
there are also ways to help to maintain them during play.
These three categories will be different for each person at the table. One player might
be uncomfortable with a plot that involves the children in harms way, while another
may consider that topic forbidden. Its important to discover and understand what
topics are forbidden and uncomfortable for you and your players, and doing so is
much easier than trying to list every topic with which people are comfortable.
Social Contract
The best way to establish comfort zones is to incorporate them into your groups social
contract. Social contracts are a big topic and are outside the scope of this chapter,
but in a nutshell a social contract is a written or unwritten understanding among
the people in your group about conduct during gaming sessions. (Search for social
contract on gnomestew.com, as well as other gaming sites, for much more information
on this topic.)
As part of your social contract, create a list of the topics that are uncomfortable and
forbidden for each person in your group. Its entirely possible that the same topic will
fall into a different comfort zone for different people. If this happens, assign those
topics to the most sensitive zonefor example, if a topic is comfortable for one player
and uncomfortable for another, it gets flagged as uncomfortable for the group.
The resulting list will establish a set of boundaries for your group at the gaming
table. For you, the GM, it also acts as a list of which topics are acceptable to include
in adventures (comfortable), which ones you need to pay extra care and attention to
when they come up (uncomfortable), and which ones to avoid entirely (forbidden).
Safety on the Set
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